Safe Haskell | None |
---|---|
Language | Haskell2010 |
The client UI session state.
Synopsis
- data SessionUI = SessionUI {
- sxhair :: Maybe Target
- sxhairGoTo :: Maybe Target
- sactorUI :: ActorDictUI
- sitemUI :: ItemDictUI
- sslots :: ItemSlots
- slastItemMove :: Maybe (CStore, CStore)
- schanF :: ChanFrontend
- sccui :: CCUI
- sUIOptions :: UIOptions
- saimMode :: Maybe AimMode
- sxhairMoused :: Bool
- sitemSel :: Maybe (ItemId, CStore, Bool)
- sselected :: EnumSet ActorId
- srunning :: Maybe RunParams
- shistory :: History
- spointer :: PointUI
- smacroFrame :: KeyMacroFrame
- smacroStack :: [KeyMacroFrame]
- slastLost :: EnumSet ActorId
- swaitTimes :: Int
- swasAutomated :: Bool
- smarkVision :: Bool
- smarkSmell :: Bool
- snxtScenario :: Int
- scurTutorial :: Bool
- snxtTutorial :: Bool
- soverrideTut :: Maybe Bool
- susedHints :: Set Msg
- smenuIxMap :: Map String Int
- schosenLore :: ChosenLore
- sdisplayNeeded :: Bool
- sturnDisplayed :: Bool
- sreportNull :: Bool
- sstart :: POSIXTime
- sgstart :: POSIXTime
- sallTime :: Time
- snframes :: Int
- sallNframes :: Int
- srandomUI :: SMGen
- type ItemDictUI = EnumMap ItemId LevelId
- data AimMode = AimMode {}
- newtype KeyMacro = KeyMacro {
- unKeyMacro :: [KM]
- data KeyMacroFrame = KeyMacroFrame {
- keyMacroBuffer :: Either [KM] KeyMacro
- keyPending :: KeyMacro
- keyLast :: Maybe KM
- data RunParams = RunParams {
- runLeader :: ActorId
- runMembers :: [ActorId]
- runInitial :: Bool
- runStopMsg :: Maybe Text
- runWaiting :: Int
- data ChosenLore
- = ChosenLore [(ActorId, Actor)] [(ItemId, ItemQuant)]
- | ChosenNothing
- emptySessionUI :: UIOptions -> SessionUI
- emptyMacroFrame :: KeyMacroFrame
- toggleMarkVision :: SessionUI -> SessionUI
- toggleMarkSmell :: SessionUI -> SessionUI
- cycleOverrideTut :: SessionUI -> SessionUI
- getActorUI :: ActorId -> SessionUI -> ActorUI
Documentation
The information that is used across a client playing session, including many consecutive games in a single session. Some of it is saved, some is reset when a new playing session starts. An important component is the frontend session.
SessionUI | |
|
Current aiming mode of a client.
Instances
Eq AimMode Source # | |
Show AimMode Source # | |
Generic AimMode Source # | |
Binary AimMode Source # | |
type Rep AimMode Source # | |
Defined in Game.LambdaHack.Client.UI.SessionUI type Rep AimMode = D1 ('MetaData "AimMode" "Game.LambdaHack.Client.UI.SessionUI" "LambdaHack-0.10.2.0-inplace" 'False) (C1 ('MetaCons "AimMode" 'PrefixI 'True) (S1 ('MetaSel ('Just "aimLevelId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 LevelId) :*: S1 ('MetaSel ('Just "detailLevel") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 DetailLevel))) |
In-game macros. We record menu navigation keystrokes and keystrokes
bound to commands with one exception --- we exclude keys that invoke
the Record
command, to avoid surprises.
Keys are kept in the same order in which they're meant to be replayed,
i.e. the first element of the list is replayed also as the first one.
KeyMacro | |
|
data KeyMacroFrame Source #
Local macro buffer frame. Predefined macros have their own in-game macro
buffer, allowing them to record in-game macro, queue actions and repeat
the last macro's action.
Running predefined macro pushes new KeyMacroFrame
onto the stack. We pop
buffers from the stack if locally there are no actions pending to be handled.
KeyMacroFrame | |
|
Instances
Show KeyMacroFrame Source # | |
Defined in Game.LambdaHack.Client.UI.SessionUI showsPrec :: Int -> KeyMacroFrame -> ShowS # show :: KeyMacroFrame -> String # showList :: [KeyMacroFrame] -> ShowS # |
Parameters of the current run.
RunParams | |
|
data ChosenLore Source #
Last lore being aimed at.
ChosenLore [(ActorId, Actor)] [(ItemId, ItemQuant)] | |
ChosenNothing |
emptySessionUI :: UIOptions -> SessionUI Source #
toggleMarkSmell :: SessionUI -> SessionUI Source #